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Always be on the lookout for traits like Talented, which massively boost stat growth across the board, and Bright, which massively increases INT growth...but there's another one (name of which I forget) that also gives SP recovery every turn that is also S Tier on mages (S Tier on almost everyone, frankly). It's quite rare though.
https://steamcommunity.com/sharedfiles/filedetails/?id=3167297799
Very informative, thank you. I really appreciated the skill tree breakdown the most.
After the first couple quests as some money starts rolling in, the game is your sandbox. Story quests do not have a timer. Enemy levels are set and you can outlevel them and take on lower rank ones too. Even getting bad traits or subpar stats is overcome with a little extra time, and any character can gain more traits than they'll ever need. Even if you wasted the once-per playthrough trainings, or one-time event traits, it is not a dealbreaker and other stuff can make up for it. The game even auto-saves right before events so you can reload. Unless you are playing on high difficulty/ironman/activated scaling in options, in general this game is incredibly forgiving.
The biggest power spikes are at set levels when you unlock new class abilities. Abilities that reduce AP cost or restore BP are super powerful. You can always get up to 6 extra AP per turn by spending BP (tap V key), and you will be able to get way more turns than the enemy even if heavily outnumbered. Note the AP cost of abilities, Charge for example is an attack that moves you and also costs only 2 AP. One thing that really helped me at the start was fire bombs, which are relatively cheap, being an item cost only 2 AP, and act as a 4 tile fireball. Shop refreshes every week. Items are pretty useful, and I get the passive that lets you use one item for free each turn on everybody. I'm also a fan of buffing with mage barrier, which lets you take hits without getting any injuries at quest end.
But really I think the first tip a new player should know is that here you don't need to worry about messing up nearly as much as one might expect. This is the ultimate "comfy" management TRPG
How do i get this? Seems incredibly handy
thank you!
But once I discovered you can use potions on the strategic map BEFORE combat starts, I stopped caring.
It only helps for healing/mana potions now. And the occasional very long battle.
Theres also throwables, sometimes you leave enemies with very low hp but no ap left. A free firebomb will make that never happen again
Usually I lack inventory space, so bringing bombs means less loot.
But yeah, having the option does open some extra tactical avenues, so I don't advice against it. You will rarely need it, but chances are that when you DO need it it might just turn around a critical high-difficulty battle or save the live of an important character.
So in that regard it's a good choice.
For sure
and theres always the option to discard them if inventory space becomes a problem, given that 5 (500g) only take one slot.
I actually did not know you can pre-buff on the map. Healing potions sure, but if not for your comment, I would never have discovered you can quaff all the defense/attack/dodge potions you want on the field, and they apply on your next combat. That's insane
You helped me get off the fence. ;)
You only need 1 party at max level to move on the story. So if you want you can keep the rest of the guild at say level 4 while your waiting for adventurers with good traits to turn up at the end of the week. It saves wasting money on wages and skills if your going to drop them.
you don't need to have the maximum number of adventurers in the guild. So you can lengthen or shorten you play through by how many you have.
You only need max 6 pieces of each gear as you can't send more than 6 adventures on a mission per day. Don't feel you need to equip each character. Use the unequip and load gear buttons.
Willpower Affects death blow resist chance. The more you have the higher the resist. so use it wisely.
going to 0 Bravery Points gives shaken status which is a negative effect that lasts all mission
In mission healing doesn't affect wound recovery time. The formula seems to be something like every 10% of max hp received as damage is 1 day wounded. Caps at 100% (10 days)
e.g. if your adventurer has 100 HP then every 10 points of damage taken is 1 day wounded post mission.
Later in the game when you can use training to level up think about what classes to train to get the best stat growth before you change to the final class
To become a love interest relationship needs to be over 50. You don;t need to spend gold making it 100 as I originally did
Arcane skills don't crit unless you have the skill that allows it. So giving them crit increasing skills is a waste
You can use potions on the adventure map health, mana, attack, def, etc but I haven't found a way to cast healing spells. Using att,def, etc potions before a fight saves you aP on the 1st round
Forest biome - Once poison masters appear always equip poison resist gear.
it kills your action economy (and really reduces chance of mission success) having to use cure poison potions on adventurers that received multiple poison blows.
Old Fortress is a good biome for getting gold as you can sell the ancient artifacts for money
Originally I only paid attention to the traits of adventurers. Now I always check for 2 stars or combination of star and trait. The plus 30 growth makes a massive difference